Render-to-Surface ignoring separate alpha blending?,
Crossbones+ - Reputation: 7272
Posted 12 June 2012 - 05:46 PM
In order to do this I:
-Render the text to the surface
But I notice that this causes low-alpha texels around the edges of the rendered text, which is not good. So I try this:
-Create new texture with the dimensions of the existing one
-Render the text to it
-Start RTS on the original texture surface
-Draw the new surface on top of it
-Dispose of the 'temporary' surface
But I'm still getting the same problem.
I checked my render states and I have separate alpha blending enabled. The op is ADD and the src/dest are the src/dest alpha, but the problem remains.
D3DPMISCCAPS_SEPARATEALPHABLEND is true.
So all I can think of is that maybe RTS ignores separate alpha blending?
Has anyone else run into this kind of thing?
Thanks in advance for any advice.
There are ten kinds of people in this world: those who understand binary and those who don't.